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wyvern11
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Post by wyvern11 »

vielleicht ja auch ich nicht:

generell ist die Anleitung wohl von viccry überarbeitet worden und mir ist bei durchsicht gestern bis auf die angemerkten sachen nichts mehr aufgefallen.

solltest du noch bedenken hinsichtlich der endgültigkeit der anleitung haben, dann raus damit und wir stellen das hier zur klärung ;-). grundsätzlich halte ich den gestern gesichteten stand einschließlich meiner oder ähnlicher änderungen aber für durchaus veröffentlichenswert.
Redest du noch - oder denkst du schon ?
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Lucike
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Post by Lucike »

wyvern11 wrote:solltest du noch bedenken hinsichtlich der endgültigkeit der anleitung haben, dann raus damit und wir stellen das hier zur klärung ;-). grundsätzlich halte ich den gestern gesichteten stand einschließlich meiner oder ähnlicher änderungen aber für durchaus veröffentlichenswert.
Ne ne, von meiner Seite aus passt das schon. Dann fummele ich nach der Arbeit alles zusammen, schuppse dich in englisch Forum und warte was passiert, sprich was die Löwen mit dir anstellen. Sky hat's ja bisher überlebt. :D ;)

Gruß
Lucike
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wyvern11
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Post by wyvern11 »

ja, aber der betreut ja den bei anglophonen offenbar hochbeliebten CLS :D
(11 seiten in X3R-engl.)

der EST allerdings ...
(17 seiten in X3R-engl.)

:wink:

neee, mach ruhig mal heute abend, ich guck dann gleich mal rein, um meiner eigenen hinrichtung beizuwohnen

bleibt für deine hauptarbeiten nur noch das alte-CAG-opfer zu stimulieren oder ein neues zu finden... :lol:
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sky669
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Post by sky669 »

anglophon hochbegabt .... uiuiui
wird wohl wieder zeit für eine kochsendung ? muhahah ;- )))))

wolf
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wyvern11
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Post by wyvern11 »

bei anglophonen hochbeliebt :lol:

von hochbegabt war nicht die rede, nicht mal bei mir

kochsendungen haben den immensen vorteil, dass manchmal doch was hängenbleibt ... :wink:
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Lucike
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Post by Lucike »

wyvern11 wrote:ja, aber der betreut ja den bei anglophonen offenbar hochbeliebten CLS :D
(11 seiten in X3R-engl.)

der EST allerdings ...
(17 seiten in X3R-engl.)
Das könnte sich schlagartig ändern, wenn dort heraus kommt, dass die WLS automatisiert Waffen am TerraCorpHQ verkaufen kann. ;)

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Lucike
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Post by Lucike »


So, da ist er. ;)

Drück einfach bei diesem Beitrag auf den Zitat-Knopf.

Vicrry's tolle Arbeit sollte vielleicht noch im Thread erwähnt werden, oder? Die Bilder werden noch aktualisiert, aber das kann ich später "OnTheFly" machen.
Titelvorschlag -> [SCR] Economy and Supply Trader [08-11-05 X3TC 3.beta.01]


Economy and Supply Trader
(Version 3.beta.01 - 5. November 2008)

http://www.lucike.info/x3_terran_confli ... nflict.jpg

http://www.lucike.info/x3_terran_confli ... r_flag.png http://www.lucike.info/x3_terran_confli ... g_flag.png (coming soon!)

Economy and Supply Traders
  • The Economy and Supply Trader ensures lively trade and keeps NPC factories running in its territory.
  • The Economy and Supply Trader can trade in specified goods. He can help factories with resource problems.
  • The Economy and Supply Trader has a defined territory, which he will not leave.
  • The Economy and Supply Trader coordinates with other EST pilots serving the same station.
  • The Economy and Supply Trader can use the Jump Drive and will keep his ship repaired.
  • The Economy and Supply Trader keeps in contact with clients and other traders and can find prices and news in other sectors. The Economy and Supply Trader is not a fighter and avoids sectors where enemies have been reported.
The Economy and Supply Trader's skills depend on his training rank, and only works for experienced pilots. Players must have "Trader" rank to hire the Economy and Supply Trader.


Preparing Economy and Supply Traders

Downloads:

-> Economy and Supply Trader (Version 3.beta.01)
-> Necessary "Libraries" (you must install them !)

-> Description Economy and Supply Trader (PDF Format) (coming soon!)

Prerequisites : X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!


Activating the Script Editor

Activating the script editor is not necessary for Economy and Supply Trader. It will mark your game as ***modified***.

With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.

Installation

Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.

Deinstallation

Copy file setup.plugin.economics.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all Economy and Supply Trader Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; your savegame will look for them.

Updating to a newer version

Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.

To remove obsolete or unused files, run "Delete old Economy and Supply Trader Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.

Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.


Economy and Supply Traders

The Mission

The Economy and Supply Trader's job is to trade in specified goods in his given territory.

The Economy and Supply Trader is trained over time, and can be given more tasks after completing training courses. If training is not desired, it can be disabled. More on that later.

Quick Start
  1. Equip a TS hauler with Navigation Command Software MK1, Trade Command Software MK1 and MK2
  2. Select "Start Start Economy and Supply Trader" in the Trade command menu and choose a ware under "Lists"
  3. Select "Start Start Economy and Supply Trader" in the menu
The Ranks

The Economy and Supply Trader's skills depend on his training rank, and only works for experienced pilots. Players must have "Trader" rank to hire the Economy and Supply Trader.

Apprentice
The apprentice trades one ware in indicated sector and the adjacent sectors, which are one jump away. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary Courier
The auxiliary courier trades three wares within three jumps from his central sector. Furthermore, he can buy or sell goods to Equipment Docks and Trade Stations. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip.
Courier
The courier trades five wares within five jumps from his central sector. He will equip his ship with more speed and agility, and Fighter Drones if they can be bought in the current sector. The courier is paid a wage of 25 credits per mizura flown, paid after each trip.
Freighter pilot 2nd class
The freighter pilot 2nd class trades seven wares within ten jumps from his central sector. He can use a Jump Drive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip.
Freighter pilot 1st class
The freighter pilot 1st class trades ten wares within fifteen jumps from his central sector. He also monitors the trade radio traffic and does not enter any sectors with enemy ships or pirates. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip.
Freighter pilot
The freighter pilot can trade all wares within twenty jumps from his central sector. Furthermore, he keeps his ship in good condition and repairs it at a shipyard when needed. The freighter pilot is paid a wage of 40 credits per mizura flown, paid after each trip.

Ship Equipment
  • A small class ship (M3, M4, M5, M8, TM, TS or TP) or corvette class (M6)
  • Fight Command Software MK1 (optional: changes EST behavior when encountering enemies)
  • Fight Command Software MK2 (optional: changes EST behavior when encountering enemies, in addition to Fight MK1)
  • Jump Drive (optional: can be used after special training course)
  • Navigation Command Software MK1
  • Trade Command Software MK1
  • Trade Command Software MK2
  • Trade Command Software MK3 (optional: turns on automatic configuration and trade mode)
Use

The command "Start Economy and Supply Trader" will appear in the Trade menu when Trade Command Software MK1, Trade Command Software MK2, and Navigation Command Software MK1 are installed on the ship. The "Start Economy and Supply Trader" command opens the configuration menu.

Note, that the Economy and Supply Trader will only work for players ranking at least "trader". EST starting command will not be accessible until then.


Main Menu

http://www.lucike.info/x3_terran_confli ... n_menu.jpg

All commands are divided into groups on the main menu.


Trader Settings

http://www.lucike.info/x3_terran_confli ... ttings.jpg

The Trader Menu contains not only settings, but also information on the pilot. Home base, destination, current task, salary and total profit made are all displayed here.

Delete accounting information
This will tell the pilot to delete his records. This cannot be undone, so confirmation is required.

Take trainings
Pilots participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.

Trader Salary
If the pilot is to be paid out of an account other than the player's wallet, set that here.

Trade Command Software MK3
Managing the pilot's orders can be delegated to the ship's computer if Trade Command Software MK3 is installed. This option enables or disables automatic configuration.

Fire trader
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.

Order trader to another ship
Bought a bigger ship for your pilot? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with EST pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.

Restore defaults
This command resets all settings to their default settings.


Ware Lists

http://www.lucike.info/x3_terran_confli ... _lists.jpg

This menu lists the wares traded by the pilot.

Ware list

http://www.lucike.info/x3_terran_confli ... e_list.jpg

After selecting "add ware", select a station. A list of that station's products and resources is displayed, and can be selected for trading.

Sort ware list by type
This sorts the list of wares by type. Traded wares are sorted first.

Sort ware list alphabetically
This sorts the list of wares alphabetically. Traded wares are sorted first.

Delete ware list
The entire ware list can be deleted.


Exceptions

http://www.lucike.info/x3_terran_confli ... ptions.jpg

All sectors and stations can be traded in, but you can set certain sectors or stations as off-limits.

Bases
This is the list of off-limit stations. You can add or delete entries in this menu.

Sectors
This is the list of off-limit sectors. You can add or delete entries in this menu.

Only trade with satellite network sectors
Here you can tell your pilots to only trade in sectors with a satellite in them.

Trade only with non-player stations
EST pilots will trade with NPC stations and your own station. Here you can tell your pilots to trade only with NPC stations.

Restore defaults
This will restore settings in this menu to their default settings.


Trading Conditions

http://www.lucike.info/x3_terran_confli ... itions.jpg

A pilot must adhere to these conditions.

Trade duty
Normally, EST pilots will buy and sell. This allows you to tell the pilot to only sell goods currently in his cargobay.

Home sector
A trader is not normally in his home sector, but it is the center of his territory. This allows you to change his home sector.

Trade Range
Here you can set the range from his home sector at which the pilot will look for deals.

Minimum Profit
Normally, the EST pilot will look for trades that will generate at least 10% profit. This can be changed here.

Maxiumum product stock
Normally, the pilot will only look at factories with less than 50% of its maximum resources. This can be changed here.

Restore defaults
This will restore settings in this menu to their default settings.


Jump Drive Settings

http://www.lucike.info/x3_terran_confli ... ttings.jpg

EST pilots can use the Jump Drive after a special training course. The player can set rules for it's use here.

Use Jump Drive
The EST pilot can be allowed or denied use of the Jump Drive with this setting.

Jump Drive Energy
If not specified, the EST pilot keeps 10% of the cargohold filled with jump energy. The player can specify more or less.

Minimum Jump range
Minimum Jump distance can be set here.

Restore defaults
This will restore settings in this menu to their default settings.


Automatic Naming

http://www.lucike.info/x3_terran_confli ... naming.jpg

Renaming many ships is tedious. EST pilots can be asked to name their own ships and add information to the ship name..

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

http://www.lucike.info/x3_terran_confli ... naming.jpg

This menu lists the renaming schemes, along with descriptions.

Ship number
If the ship is given a number, it can appear here.

Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.

Restore defaults
This will restore settings in this menu to their default settings.


Configure reports

http://www.lucike.info/x3_terran_confli ... eports.jpg

The EST pilot will report many incidents. Some of these messages can be disabled.

Promotion
The EST pilot will report successful completion of a training course. This message can be disabled here.

Enemy sightings
The EST pilot will report enemy ships. This message can be disabled here.

Buy- and saleslog
The EST pilot can enter every transaction into the player's logbook. This can be changed here.

Analysis to Log
The EST pilot can write his profit record into the logbook. This includes his current task.

Restore defaults
This will restore settings in this menu to their default settings.


Data storage

http://www.lucike.info/x3_terran_confli ... torage.jpg

If several pilots have the same orders and conditions to follow, they can be transmitted to each other.

Load data

http://www.lucike.info/x3_terran_confli ... d_data.jpg

Here you can find all of the order packets and assign them to the pilot.

Save Data
Here you can save the pilot's current orders. The packet can be named.

Delete Data
Order packets can be deleted.


More Information

Profit Sharing: All pilots will share in the profits. They are paid 1% of the profit from a successful run. This does not apply to the sale of leftovers.

Trade Command Software MK3: Trade Command MK3 takes over control of the EST configuration. The configuration menu is limited.

Jump Drive: If a Jump Drive is installed, the pilot will purchase energy cells to use it from a Solar Power Plant.

Travel Drive: If a Travel Drive is installed, the pilot will purchase energy cells to use it from a Solar Power Plant.

Enemy Contact: If equipped with Fight Command MK1, the pilot will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the pilot is experienced enough to use it, the pilot may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the pilot will also purchase Mosquitoes.

Friend/Foe: EST pilots do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the pilot will not fly in hostile sectors.

Satellite Network: The EST pilot can be told to trade only in sectors that contain an Advanced Satellite belonging to the player.

Station Lock: Any station can be set as off-limits to the EST pilot. Player stations also have "EST Trader lock" in the command console.


Technical Specifications: Economy and Supply Trader

Language Files
8005-L044.xml (ID 8005)
8005-L049.xml (ID 8005)

Command-Slot (command-Slots change)
COMMAND_TYPE_TRADE_19 (419)
COMMAND_TYPE_CUSTOM_20 (720)
COMMAND_TYPE_STATION_17 (1117)
COMMAND_TYPE_STATION_18 (1118)

Object-Task
Ship Task 0, 40 and 41

Offical Abbreviations
"die WVH"
"the EST"
Last edited by Lucike on Tue, 11. Nov 08, 09:05, edited 1 time in total.
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Lucike
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Post by Lucike »


http://translate.google.com/translate?u ... l=de&tl=en

Tja, das ist eine Google-Seitenübersetzung meiner Skriptkollektion. Das Witzige dabei ist, dass mein Name auch übersetzt wird. Nur in was? Das ist eher bedenklich. :D

Maahes hat es hier entdeckt und dachte zuerst ich wäre diese Person in einer TopSecret-Mission, sprich undercover. :D

Da zeigt's sich wieder. Google weiß alles. :D

Gruß
Lucike
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sky669
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Post by sky669 »

hab no extra gschaut, ob da 'andere' burnit die gleichen anzahl an postings hat. scheinbar weiss google doch nit alles.

die 'experienced' piloten von der handelsstation in herrons nebula, des dürft nit so gehen. jedenfalls ich hab auch noch nie einen erwischt...

wolf
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Lucike
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Post by Lucike »

sky669 wrote:die 'experienced' piloten von der handelsstation in herrons nebula, des dürft nit so gehen. jedenfalls ich hab auch noch nie einen erwischt...
Hab ich vergessen einzubauen. :oops: Kommt ...

Thema HVT. Iffi scheint keine Zeit mehr dafür zu haben. Macht nix. Wie wäre es mit jlehtone oder gar Vicrry? Ich muss die beiden mal ansprechen.

@Alle

Möchte denn niemand sonst solch einen Job übernehmen? Vielleicht die kleine und feine Raketenabwehr? Oder darf es etwas mehr sein? Der Prospektor?

Gruß
Lucike
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Lucike
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Post by Lucike »

Wer hat eigentlich meine ganzen Erweiterungen bei der englischen Kompatibilitätsliste angemeldet. Die stehen ja schon alle drin. Ich habe da jlehtone in Verdacht. :) Ist ja nicht schlecht. ;)

Gruß
Lucike
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Vicrry06
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Post by Vicrry06 »

Here we go again, this time for Commercial Agent. I'll have to get a station built ingame to look at the menus and change the menu options to the ingame translations later. For now however, take a look over this and see what needs fixing :)

Commercial Agent
(Version 3.beta.03 - 8. November 2008)

[ external image ]

[ external image ] [ external image ]

[ external image ] (coming soon!)

Commercial Agent Overview
  • The Commercial Agent buys the cheapest resources and sells products at the best price in his territory. He works with factories, trade stations, and equipment docks.
  • The Commercial Agent buys intermediate products for complexes not producing enough and sells overproduced intermediate products.
  • The Commercial Agent trades in all the products and resources at his homebase. Individual wares can be blocked, however.
  • The Commercial Agent sticks to the purchase and sale rules set by the player. A log of all purchases and sales can be generated.
  • The Commercial Agent will coordinate with his counterparts from his homebase and the other factories in sector.
  • The Commercial Agent keeps an eye on the financial situation of his homebase and will sell off products if the station runs low on cash.
  • The Commercial Agent will change his route if he finds a good deal, but it will prefer good customers.
  • The Commercial Agent can use the Jumpdrive and will repair his ship.
  • The Commercial Agent keeps in contact with customers and other traders and can find prices and news in other sectors. The Economy and Supply Trader is not a fighter and avoids sectors where enemies have been reported.
The Commercial Agent's skills depend on his training rank.


[ external image ] [ external image ] [ external image ] [ external image ] [ external image ]

[ external image ] [ external image ]


Preparing Commercial Agents

The Downloads

->...
-> Libraries (You must install these!)

Required: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!



Activating the Script Editor

Activating the script editor is not necessary for Commercial Agent. It will mark your game as ***modified***.

With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.

Installation

Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.

Deinstallation

Copy file setup.plugin.economics.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all Economy and Supply Trader Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; your savegame will look for them.

Updating to a newer version

Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.

To remove obsolete or unused files, run "Delete old Commercial Agent Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.

Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.

Commercial Agent Guide

The Mission

The Commercial Agent is responsible for the sale or purchase of the assigned wares at his homebase, or the management of a client's factory.

The Commercial Agent is trained over time, and can be given more tasks after completing training courses. If training is not desired, it can be disabled. More on that later.


Quick Start
  1. Equip a TS Transporter with Navigation Software MK1 and Trade Command Software MK1 and MK2
  2. Assign Homebase
  3. In the Trade command menu, select "Start Commercial Representation."
The ranks

Apprentice
The apprentice will take care of purchasing resources. The apprentice is carrying out his probationary period and receives no salary.
Auxiliary Courier
The Auxiliary Courier handles not only resources, but also sells products. In addition, he can deal at Equipment Docks and Trade Stations; he can also be assigned to them. The auxiliary courier gets 20 credits per Mizura flown, paid after each flight.
Courier
The Courier coordinates with his homebase and in-sector colleagues. He also buys fighter drones from local stations and buys more speed and maneuverability upgrades. The Courier gets 25 credits per Mizura flown, paid after each flight.
Freight Pilot 2nd Class
The Freight Pilot 2nd Class can deal with not only products and resoruces, but can buy or sell a complex's intermediate products. He can also use the Jumpdrive. The Freight Pilot 2nd class gets 30 credits per Mizura flown, paid after each flight.
Freight Pilot 1st Class
The Freight Pilot 1st Class gets information about the homebase's financial situation, and can clear out his factory's products if there are not enough credits available. Also, he pays more attention to the trader radio chatter and avoids sectors where hostiles are reported. The Freight Pilot 1st Class gets 35 credits per Mizura flown, paid after each trip.
Freight Pilot
The Freight Pilot stays informed of prices during flight and will change course for a better deal. He will also repair his ship at a shipyard if required. The Freight Pilot gets 40 credits per Mizura flown, paid after each flight.


Ship Equipment
  • A small class ship (M3, M4, M5, M8, TM, TS or TP) or corvette class (M6)
  • Trade Command Software MK1
  • Trade Command Software MK2
  • Fight Command Software MK1 (optional: changes CAG behavior when encountering enemies)
  • Fight Command Software MK2 (optional: changes CAG behavior when encountering enemies, in addition to Fight MK1)
  • Navigation Command Software MK1
  • Jump Drive (optional: can be used after special training course)
Handling

The Commercial Agent command will appear in the Trade menu. The ship requires Navigation Command Software MK1, Trade Command MK1 and MK2, and a homebase set. Then the command "Start Commercial Representation" will appear. This command will open the configuration menu.


The Main Menu

[ external image ]

All the settings are divided into groups on the main menu.


The Agent settings

[ external image ]

The Agent settings option includes not only settings but information about the agent. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.

Delete accounting information
This will tell the pilot to delete his records. This cannot be undone, so confirmation is required.

Take Trainings
Pilots participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.

Trader salary
If the pilot is to be paid out of an account other than the player's wallet, set that here.

Fire Trader
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.

Reassign Trader
Bought a bigger ship for your pilot? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with EST pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.

Restore Defaults
This command resets all settings to their default settings.


Ware lists

[ external image ]

This list contains the wares that require special attention. The list can be a list of barred goods or a list of goods to trade.


Ware List Type
The pilot can be banned from trading the goods on the list or limited to trading only the goods on the list. Change the list mode here.

Ware list
Add or remove wares from the list here.

Restore Defaults
This command resets these settings to their default settings.


Exceptions

[ external image ]

The pilot will look in all stations and sectors in range for the needed wares. However you can mark individual sectors and stations as off-limits.

Bases
This is the list of off-limit stations. You can add or delete entries in this menu.

Sectors
This is the list of off-limit sectors. You can add or delete entries in this menu.

Only trade with satellite network sectors
Here you can tell your pilots to only trade in sectors with a satellite in them.

Only trade with non-player stations
CAG pilots will trade with NPC stations and your own stations. Here you can tell your pilot to trade only with NPC stations.

Restore Defaults
This command resets these settings to their default settings.


Trade Duties

[ external image ]

A pilot must adhere to these conditions.

Trade Duty
The pilot takes care of both buying and selling of wares. If the trader is to only buy or sell, then the command can be issued here. This is useful if the pilot is assigned to a Trade or Equipment dock.

Purchase Resources
The Agent will buy resources to fill up the homebase to this level.

Sell Products
The Agent will sell stock down to this level.

Sell Products Freighter Cargo Bay
The Agent will fill his cargohold up to this limit with product for sale. This setting does NOT apply to the sale of intermediate goods.

Purchasing Intermediates
The Agent will buy up to this level of intermediate products.

Selling Intermediate Products
The Agent will sell down to this level of intermediate products.

Purchase stations credit balance
The agent draws from the station's account to buy resources and intermediates. The agent will not purchase anything if the station has fewer credits than this limit.

Restore Defaults
This command resets these settings to their default settings.


Station settings

[ external image ]

These settings are copied from the station settings. However, the pilot can be given different orders.

Trade Range
The range from the home sector that the agent will look for deals.

Home sector
The home sector is the center of the agent's territory. It is usually the sector the agent's homebase is in, but not always.

Restore Defaults
This command resets these settings to their default settings.


Jump Drive Settings

[ external image ]

The Agent can use the Jump drive after a special course available to experienced Agents. This menu can be used to set rules for its use.

Use Jump Drive
Here the Agent can be allowed or disallowed to use the Jumpdrive.

Jump Drive Energy
The Agent keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.

Minimum Jump Range
The minimum distance that the Agent will jump.

Restore Defaults
This command resets these settings to their default settings.


Automatic Naming

[ external image ]

Renaming many ships is tedious. CAG pilots can be asked to name their own ships and add information to the ship name..

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

[ external image ]

This menu lists the renaming schemes, along with descriptions.

Ship number
If the ship is given a number, it can appear here.

Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.

Restore Defaults
This command resets these settings to their default settings.


Configure Reports

[ external image ]

The CAG pilot will report many incidents. Some of these messages can be disabled.

Promotion
The CAG pilot will report successful completion of a training course. This message can be disabled here.

Enemy sightings
The CAG pilot will report enemy ships. This message can be disabled here.

Acoustic signal at message
The Agent will send silent messages by default. If a audible message is preferred, select that here.

Trade Log
The CAG pilot can enter every transaction into the player's logbook. This can be changed here.

Analysis to Log
The CAG pilot can write his profit record into the logbook. This includes his current task.

Restore Defaults
This command resets these settings to their default settings.


Data Storage

[ external image ]

If several pilots have the same orders and conditions to follow, they can be transmitted to each other.

Load Data

[ external image ]

Here you can find all of the order packets and assign them to the pilot.

Save Data
Here you can save the pilot's current orders. The packet can be named.

Delete Data
Order packets can be deleted.


More Information

JumpDrive: If a Jump Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.

Travel Drive: If a Travel Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.

Enemy Contact: If equipped with Fight Command MK1, the pilot will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the pilot is experienced enough to use it, the pilot may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the pilot will also purchase Mosquitoes.laden kann, so wird er sich auch einen Vorrat an Moskitos zulegen.

Friend/Foe: CAG pilots do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the pilot will not fly in hostile sectors.

Satellite Networkk: The CAG pilot can be told to trade only in sectors that contain an Advanced Satellite belonging to the player.

Headquarters: If the Agent is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The Agent may be configured to use a differently sized space in the HQ.

Station Lock: Any station can be set as off-limits to the EST pilot. Player stations also have "CAG Trader lock" in the command console.

Important: If the CAG is working for a complex and changes are made to his homebase, he will quit and wait for new instructions.


Technical Data for Commercial Agent

Language file
8000.xml (ID 8000)
8000-L039.xml (ID 8000)
8000-L049.xml (ID 8000)

Command Slot (Change command slots)
COMMAND_TYPE_TRADE_16 (416)
COMMAND_TYPE_CUSTOM_16 (716)
COMMAND_TYPE_STATION_16 (1116)

Object-Task
Global (restart)
Ship Task 0, 40 und 41

Offcial Abbreviation
"die HVT"
"the CAG"

< Keywords: ScripterLucike, Script, Commercial representation, Commercial Agent, Trade, Logistics, Supply, automatically buy sell >
Last edited by Vicrry06 on Sun, 9. Nov 08, 01:42, edited 4 times in total.
sky669
Posts: 1145
Joined: Thu, 22. Feb 07, 11:10
x3tc

Post by sky669 »

hodiho,

@lucike...
there is a spelling error in the message that comes up on the Trade menu
- it says "ligistics" instead of "logistics"..
hast du das schon korrigiert? ich habs nämlich nicht gefunden...

der terrahq schmäh funktioniert gleich wie in x3r? mach ich noch nicht, weil ich dem hub nix anvertraue - nachdem er ein paar punktsingularitätsdinger weggehubt hat.

vielleicht krieg ich ja ein HQ....

vicrry06, looks like i can say welcome on board to you ?

wolf

...irgendwas is mir noch aufgefallen bei der wls. fällt mir aber nicht mehr ein. ganz schön hilfreich, gelle? (war aber scheinbar nicht so wichtig ;- ) )
User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
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Post by Lucike »

@Vicrry06

Already ready. :o

@sky669

Das "ligistics" habe ich auch nicht gefunden. Nicht in der Anleitung und auch nicht in der Sprachdatei ... hm ...

Die TerraCorp-Geschichte funktioniert etwas leichter, als bei X3R. Eigentlich verdammt simple. HQ auswählen -> verkauf -> Ware auswählen. Bei der Wahl der Ware bekommt man beim TerraCorpHQ alle Laser und Raketen zur Auswahl.
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sky669
Posts: 1145
Joined: Thu, 22. Feb 07, 11:10
x3tc

Post by sky669 »

ich werd nochmals nachfragen wegen dem ligistic...

des was mir aufgefallen ist... wenn ein auto-wvh (also der mit der mk3) läuft, kann man gar nix mehr einstellen. speziell was den energievorrat angeht - da sind 700 (standardeinstellung) fast zuwenig bei meinen kaiman frachter'n.
die boost-erweiterung zur verdopplung gibts ja nimma. jetzt geht irgendwo einer 'zufuss' herum, die einzige möglichkeit das zu reparieren ist : beenden, umstellen, neustarten.
die geschichte mit dem frachtscanner (verändert das was-auch-immer-verhalten) ist ja auch geschichte. hat der irgendwo noch eine bedeutung ?

greets, wolf
User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
x4

Post by Lucike »

sky669 wrote:des was mir aufgefallen ist... wenn ein auto-wvh (also der mit der mk3) läuft, kann man gar nix mehr einstellen. speziell was den energievorrat angeht - da sind 700 (standardeinstellung) fast zuwenig bei meinen kaiman frachter'n.
die boost-erweiterung zur verdopplung gibts ja nimma. jetzt geht irgendwo einer 'zufuss' herum, die einzige möglichkeit das zu reparieren ist : beenden, umstellen, neustarten.
Das ist aber seit der Beta-Phase Geschichte. Mit aktiver H-MK3 sind nur die Waren und die Werte für min.Profit und max.Lager nicht mehr einstellbar.
sky669 wrote:die geschichte mit dem frachtscanner (verändert das was-auch-immer-verhalten) ist ja auch geschichte. hat der irgendwo noch eine bedeutung ?
Das ist nun im Menü unter "Versorgungsbedingungen" zu finden und heißt "Produzenten nicht nach Plan anfliegen". Der Frachtscanner hat keine Bedeutung mehr.

Als nächstes kommt das Be- und Endladen von Schiffen mit der WLS2.

Mir geht eine Sache nicht aus dem Kopf und zwar die Warenlogistiksoftware MK3. Was hält uns davon ab Ausrüstungen wie den Sprungantrieb oder die Erkundungssoftware per WLS einzukaufen? Dazu wäre der TM bestens geeignet. Vier M5 rein, wo der WLS3-Pilot die Ausrüstung lassen kann. Er könnte auch zum Flottenausrüster werden ... ach ... bisher nur eine Idee, aber eine, die man schnell umsetzen könnte.

Gruß
Lucike
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sky669
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Post by sky669 »

ups... schreit wohl wieder nach einer aktualisierung....

die idee find ich ziemlich cool, wenn das 'schnell' umsetzbar ist.
z.zt. verwend ich 5 discos, die eigentlic nix machen, nur die komplette notwendig software an board haben (naja, wls machen sie, dass ich gleich wieder bessere piloten hab...)

kauf ich schiffchen, springen die dorthin und die grosse transfereriererei (ui, tolles wort) geht los. das zumindest ein bisschen zu automatisieren wär nett... (da hätt ich bei interesse auch ein paar mehr ideen dazu...)

wolf
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Lucike
Posts: 12969
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Post by Lucike »

sky669 wrote:ein bisschen zu automatisieren wär nett... (da hätt ich bei interesse auch ein paar mehr ideen dazu...)
Ideen? Lass mal hören.

@sky / wyvern

Wollt ihr noch mal über die englische HVT-Anleitung schauen? Ich finde das sieht gut aus. Was meint ihr?

@Vicrry

CAG with English pictures:
[SCR] Commercial Agent [08-11-08 X3TC 3.beta.03]


Commercial Agent
(Version 3.beta.03 - 8. November 2008)

http://www.lucike.info/x3_terran_confli ... nflict.jpg

http://www.lucike.info/x3_terran_confli ... r_flag.png http://www.lucike.info/x3_terran_confli ... g_flag.png http://www.lucike.info/x3_terran_confli ... a_flag.png

Commercial Agent Overview
  • The Commercial Agent buys cheap resources and sells products at a good price. He deals at factories, trade stations, and equipment docks.
  • The Commercial Agent buys intermediate products for complexes not producing enough and sells overproduced intermediate products.
  • The Commercial Agent trades in all the products and resources at his homebase. Individual wares can be blocked, however.
  • The Commercial Agent sticks to the purchase and sale rules set by the player. A log of all purchases and sales can be generated.
  • The Commercial Agent will coordinate with his counterparts from his homebase and the other factories in sector.
  • The Commercial Agent keeps an eye on the financial situation of his homebase and will sell off products if the station runs low on cash.
  • The Commercial Agent will change his route if he finds a good deal, but it will prefer good customers.
  • The Commercial Agent can use the Jumpdrive and will repair his ship.
  • The Commercial Agent keeps in contact with customers and other traders and can find prices and news in other sectors. The Economy and Supply Trader is not a fighter and avoids sectors where enemies have been reported.
The Commercial Agent's skills depend on his training rank.


http://www.lucike.info/x3_terran_confli ... n_01_t.jpg http://www.lucike.info/x3_terran_confli ... n_02_t.jpg http://www.lucike.info/x3_terran_confli ... n_03_t.jpg http://www.lucike.info/x3_terran_confli ... n_04_t.jpg http://www.lucike.info/x3_terran_confli ... n_05_t.jpg

http://www.lucike.info/x3_terran_confli ... menu_t.jpg http://www.lucike.info/x3_terran_confli ... ings_t.jpg


Preparing Commercial Agents

The Downloads

-> Commercial Agent (Version 3.beta.03)
-> Necessary "Libraries" (you must install them !)

-> Description Commercial Agent (PDF Format) (coming soon!)

Required: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!


Activating the Script Editor

Activating the script editor is not necessary for Economy and Supply Trader. It will mark your game as ***modified***.

With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.

Installation

Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t"-folder, all other files are for maintenance and uninstalling only.

Deinstallation

Copy file setup.plugin.economics.pck from "\scripts.uninstall" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all Economy and Supply Trader Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; your savegame will look for them.

Updating to a newer version

Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.

To remove obsolete or unused files, run "Delete old Economy and Supply Trader Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.

Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.


Commercial Agent Guide

The Mission

The Commercial Agent is responsible for the sale or purchase of the assigned wares at his homebase, or the management of a client's factory.

The Commercial Agent is trained over time, and can be given more tasks after completing training courses. If training is not desired, it can be disabled. More on that later.


Quick Start
  1. Equip a TS Transporter with Navigation Software MK1 and Trade Command Software MK1 and MK2
  2. Assign Homebase
  3. In the Trade command menu, select "Start Commercial Representation."
The ranks

Apprentice
The apprentice will take care of purchasing resources. The apprentice is carrying out his probationary period and receives no salary.
Auxiliary Courier
The Auxiliary Courier handles not only resources, but also sells products. In addition, he can deal at Equipment Docks and Trade Stations; he can also be assigned to them. The auxiliary courier gets 20 credits per Mizura flown, paid after each flight.
Courier
The Courier coordinates with his homebase and in-sector colleagues. He also buys fighter drones from local stations and buys more speed and maneuverability upgrades. The Courier gets 25 credits per Mizura flown, paid after each flight.
Freight Pilot 2nd Class
The Freight Pilot 2nd Class can deal with not only products and resoruces, but can buy or sell a complex's intermediate products. He can also use the Jumpdrive. The Freight Pilot 2nd class gets 30 credits per Mizura flown, paid after each flight.
Freight Pilot 1st Class
The Freight Pilot 1st Class gets information about the homebase's financial situation, and can clear out his factory's products if there are not enough credits available. Also, he pays more attention to the trader radio chatter and avoids sectors where hostiles are reported. The Freight Pilot 1st Class gets 35 credits per Mizura flown, paid after each trip.
Freight Pilot
The Freight Pilot stays informed of prices during flight and will change course for a better deal. He will also repair his ship at a shipyard if required. The Freight Pilot gets 40 credits per Mizura flown, paid after each flight.


Ship Equipment
  • A small class ship (M3, M4, M5, M8, TM, TS or TP) or corvette class (M6)
  • Trade Command Software MK1
  • Trade Command Software MK2
  • Fight Command Software MK1 (optional: changes CAG behavior when encountering enemies)
  • Fight Command Software MK2 (optional: changes CAG behavior when encountering enemies, in addition to Fight MK1)
  • Navigation Command Software MK1
  • Jump Drive (optional: can be used after special training course)
Handling

The Commercial Agent command will appear in the Trade menu. The ship requires Navigation Command Software MK1, Trade Command MK1 and MK2, and a homebase set. Then the command "Start Commercial Representation" will appear. This command will open the configuration menu.


The Main Menu

http://www.lucike.info/x3_terran_confli ... n_menu.jpg

All the settings are divided into groups on the main menu.


The Agent settings

http://www.lucike.info/x3_terran_confli ... ttings.jpg

The Agent settings option includes not only settings but information about the agent. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.

Delete accounting information
This will tell the pilot to delete his records. This cannot be undone, so confirmation is required.

Take Trainings
Pilots participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.

Agent salary
If the pilot is to be paid out of an account other than the player's wallet, set that here.

Fire Trader
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.

Order trader to another ship
Bought a bigger ship for your pilot? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with EST pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.

Restore Defaults
This command resets all settings to their default settings.


Warelist

http://www.lucike.info/x3_terran_confli ... _lists.jpg

This list contains the wares that require special attention. The list can be a list of barred goods or a list of goods to trade.

List Mode
The pilot can be banned from trading the goods on the list or limited to trading only the goods on the list. Change the list mode here.

Ware list
Add or remove wares from the list here.

Restore Defaults
This command resets these settings to their default settings.


The exceptions

http://www.lucike.info/x3_terran_confli ... ptions.jpg

The pilot will look in all stations and sectors in range for the needed wares. However you can mark individual sectors and stations as off-limits.

Stations
This is the list of off-limit stations. You can add or delete entries in this menu.

Sectors
This is the list of off-limit sectors. You can add or delete entries in this menu.

Only trade in satellite network sectors
Here you can tell your pilots to only trade in sectors with a satellite in them.

Trade only with non-player stations
CAG pilots will trade with NPC stations and your own stations. Here you can tell your pilot to trade only with NPC stations.

Restore Defaults
This command resets these settings to their default settings.


Trading Conditions

http://www.lucike.info/x3_terran_confli ... duties.jpg

A pilot must adhere to these conditions.

Task
The pilot takes care of both buying and selling of wares. If the trader is to only buy or sell, then the command can be issued here. This is useful if the pilot is assigned to a Trade or Equipment dock.

Buying Resources
The Agent will buy resources to fill up the homebase to this level.

Selling Product
The Agent will sell stock down to this level.

Product cargo Limit
The Agent will fill his cargohold up to this limit with product for sale. This setting does NOT apply to the sale of intermediate goods.

Purchasing Intermediates
The Agent will buy up to this level of intermediate products.

Selling Intermediates
The Agent will sell down to this level of intermediate products.

Buying minimum account balance
The agent draws from the station's account to buy resources and intermediates. The agent will not purchase anything if the station has fewer credits than this limit.

Restore Defaults
This command resets these settings to their default settings.


Station settings

http://www.lucike.info/x3_terran_confli ... ttings.jpg

These settings are copied from the station settings. However, the pilot can be given different orders.

Jump Range
The range from the home sector that the agent will look for deals.

Home sector
The home sector is the center of the agent's territory. It is usually the sector the agent's homebase is in, but not always.

Restore Defaults
This command resets these settings to their default settings.


Jump Drive Settings

http://www.lucike.info/x3_terran_confli ... ttings.jpg

The Agent can use the Jump drive after a special course available to experienced Agents. This menu can be used to set rules for its use.

Use Jumpdrive
Here the Agent can be allowed or disallowed to use the Jumpdrive.

Jump Energy Stock
The Agent keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.

Minimum Jump Range
The minimum distance that the Agent will jump.

Restore Defaults
This command resets these settings to their default settings.


Automatic Naming

http://www.lucike.info/x3_terran_confli ... naming.jpg

Renaming many ships is tedious. CAG pilots can be asked to name their own ships and add information to the ship name..

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

http://www.lucike.info/x3_terran_confli ... ttings.jpg

This menu lists the renaming schemes, along with descriptions.

Ship number
If the ship is given a number, it can appear here.

Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.

Restore Defaults
This command resets these settings to their default settings.


Configure Reports

http://www.lucike.info/x3_terran_confli ... eports.jpg

The CAG pilot will report many incidents. Some of these messages can be disabled.

Promotion
The CAG pilot will report successful completion of a training course. This message can be disabled here.

Enemy sightings
The CAG pilot will report enemy ships. This message can be disabled here.

Acoustic signal with message
The Agent will send silent messages by default. If a audible message is preferred, select that here.

Buy- and saleslog
The CAG pilot can enter every transaction into the player's logbook. This can be changed here.

Analysis to Log
The CAG pilot can write his profit record into the logbook. This includes his current task.

Restore Defaults
This command resets these settings to their default settings.


Data Storage

http://www.lucike.info/x3_terran_confli ... torage.jpg

If several pilots have the same orders and conditions to follow, they can be transmitted to each other.

Load Data

http://www.lucike.info/x3_terran_confli ... d_data.jpg

Here you can find all of the order packets and assign them to the pilot.

Save Data
Here you can save the pilot's current orders. The packet can be named.

Delete Data
Order packets can be deleted.


More Information

JumpDrive: If a Jump Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.

Travel Drive: If a Travel Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.

Enemy Contact: If equipped with Fight Command MK1, the pilot will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the pilot is experienced enough to use it, the pilot may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the pilot will also purchase Mosquitoes.laden kann, so wird er sich auch einen Vorrat an Moskitos zulegen.

Friend/Foe: CAG pilots do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the pilot will not fly in hostile sectors.

Satellite Networkk: The CAG pilot can be told to trade only in sectors that contain an Advanced Satellite belonging to the player.

Headquarters: If the Agent is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The Agent may be configured to use a differently sized space in the HQ.

Station Lock: Any station can be set as off-limits to the EST pilot. Player stations also have "CAG Trader lock" in the command console.

Important: If the CAG is working for a complex and changes are made to his homebase, he will quit and wait for new instructions.


Technical Data for Commercial Agent

Language file
8000.xml (ID 8000)
8000-L039.xml (ID 8000)
8000-L049.xml (ID 8000)

Command Slot (Change command slots)
COMMAND_TYPE_TRADE_16 (416)
COMMAND_TYPE_CUSTOM_16 (716)
COMMAND_TYPE_STATION_16 (1116)

Object-Task
Global (restart)
Ship Task 0, 40 und 41

Offcial Abbreviation
"die HVT"
"the CAG"

< Keywords: ScripterLucike, Script, Commercial representation, Commercial Agent, Trade, Logistics, Supply, automatically buy sell >
Last edited by Lucike on Mon, 17. Nov 08, 23:44, edited 1 time in total.
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sky669
Posts: 1145
Joined: Thu, 22. Feb 07, 11:10
x3tc

Post by sky669 »

zur cag-anleitung ....
verstehn tuts jeder. is halt das, was ich in meinem 'correction-thread' als foreigner-english bezeichnet hab.

The Commercial Agent buys cheap resources and sells products at a good price. He deals at factories, trade stations, and equipment docks.

vs.

the cag works in his homebase range, buying resources for the lowest price and selling products for the best price. He trades with factories, trade stations, and equipment docks.

is zwar länger, aber (in meinen augen) klarer. ich würd einen correction-thread vorschlagen, is zwar doch a bisserl ;- ) a hackn, aber es kommt echt was raus dabei.... fürn release reichts immer - dass ist eher das, was die leute wollen, und nicht eine ...'anglophil hochbegabte' anleitung.

werd ich auf jeden fall mal durchackern....

----------

wls3 via x3tc-tm (es fehlen die trimod-tm's... die sind viiieeeel netter) - ein angedocktes schiff sollte der user ausstatten. das ist der masterprint sozusagen. diese konfiguration wird bis auf weiteres gespeichert.
über diesen masterprint erfolgt die versorgung. hab ich da einen falken frachter angedockt (gibts den noch?), kann ich auch xl-sachen verliefern. der tm ist das zwischenlager.
für erweiterungen muss ich halt entsprechende schiffchen angedockt haben - discos am ehesten, solamge keine minelcollectoren geliefert werden müssen. und es wird halt solange transferiert, bis die angedockten schiffe ausgeschlachtet sind (entw. in station oder inspace, wenn transporter an board...)
dann stattet sich der versorger wieder aus..

ich glaube, das mit einem masterprint ist am ehesten zu durchschauen...

vielleicht hast auch andere ideen

wolf
Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 »

I've made a few corrections to the CAG guide, and made the titles agree with the screenshots from Lucike. The ZIP I downloaded doesn't have the English language file in it, could I get a copy for testing and possibly packing into a SPK?

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